Upload
jane-mcgonigal
View
12.705
Download
4
Embed Size (px)
DESCRIPTION
How can museums harness the rising power of games to make people happy and help them change the real world?
Citation preview
1
Gaming the Future of Museums
JANE MCGONIGAL, PhD INSTITUTE FOR THE FUTURE
December 2, 2008/2019/2034
2
The Museum of Impossible Things (November 2019)
Game Designer Nominated for
a Nobel Prize by 2034
Game PLAYERS Nominated for
a Nobel Prize by 2034
8
Why do I think games will be one
of the most important
materials of the future?
9
•69% of all US households play computer and video games
•91% of youth under 18 play
•70% of large U.S. companies and non-profits currently train their employees with games and simulations; 95% expect to over the next five years.
10
• 40% of gamers are women
• The average US gamer is 35 years old
• One in four gamers is over age 50
11
There’s also a new generation of “hard-core” gamers generating unprecedented “participation bandwidth”:
Hundreds of millions of people worldwide spending 20+ hours a week playing games.
12
WHY? and more importantly: how can museums harness the rising power of games for good?
13
1) Games make us happy
2) Games help us do more amazing, world-changing things than we think we can do in reality
14
1) Why happiness is an important development goal for the next 10-15 years
2) Why we need ordinary people to feel like superheroes.
16
18
The Quality of Life Index
The Happy Planet Index
“Gross National Happiness”
Subjective Life Satisfaction
The Canadian Index of Well-Being
World’s Most Livable Cities
The Vanderford Riley Well Being Schedule
The Authentic Happiness Inventory
22
What humans crave:1. satisfying work to do
2. the experience of being good at something
3. time spent with people we like
4. the chance to be a part of something bigger
23
What museums give us:
1. satisfying work to do
2. the experience of being good at something
3. time spent with people we like
4. the chance to be a part of something bigger
24
Why does it matter that museums can do a better job of creating real happiness for their visitors?
26
27
BOTTOM 10
• Ireland: 39.4• France: 36.4•USA: 28.8• Russia: 22.8• Estonia: 22.7• Ukraine: 22.2•Dem. Rep. Congo: 20.7• Burundi: 19.0• Swaziland: 18.4• Zimbabwe: 16.6
TOP 10
• Vanuatu: 68.2• Colombia: 67.2• Costa Rica: 66.0•Dominica: 64.5• Panama: 63.5• Cuba: 61.9•Honduras: 61.8•Guatemala: 61.7• El Salvador: 61.7• St Lucia: 61.3
29
a future forecast (2019):
the rise of
a sustainable happiness movement
30
Sustainable quality of life becomes the primary metric for evaluating ALL brands, services, environments, and experiences.
31
Positive psychology is increasingly a principal, explicit influence on experience design and interactive development.
32
Vital communities form around different visions of a real life worth living.
33
We invest in public and private institutions according to how great an increase in real happiness, or well-being they generate –
34
– because happiness is the new capital..
35
So:
Will museums be in the happiness business?
36
"Happiness consists in activity. It is a running stream, not a stagnant pool.”
- John Mason Good
37
What the museum community needs:
happiness engineers.
38
40
41
SATISFYING OUR DESIRE FOR ENGAGEMENT. *
100 million mental hours WIKIPEDIA
• 5 days of World of Warcraft
42
Games work better.1) Better instructions2) Better feedback3) Better community4) Better emotions
43
What humans crave:1. satisfying work to do
2. the experience of being good at something
3. time spent with people we like
4. the chance to be a part of something bigger
44
Multiplayer games are the
ULTIMATE happiness engines.
45
Compared to games…
Reality is broken.
46
47
48
official partner
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
Museums work better?
1) Better instructions2) Better feedback3) Better community4) Better emotions
66
In 2008, happiness is games.
In the future, happiness will be
passionate, successful participation in really big systems we care
about.
67
68
World Without Oil
*
69
70
71
72
73
74
75
76
mobbability
77
cooperation radar
78
ping quotient
79
influency
80
multi-capitalism
81
protovation
82
open authorship
83
signal/noise filter
84
longbroading
85
emergensight
86
Collaboration superpowers mobbability
influency
ping quotient
multi-capitalism
cooperation radar
open authorship
emergensight
longbroading
protovation
signal/noise management
87
a future forecast (2024):
museum-organized
games help invent the future & change the
world
88
Q: By 2019, will museums be on the leading-edge of happiness engineering?
A: Yes… if they turn visitors into players, and crowds into super-collaborative
communities..
89
What do gamers think about the
future of museums?
90
91
92
93
94
Engagement harnessed in 6 weeks:
a community of >7000 forecasters >1000 stories about the future >500 active strategy forums >500 collaborative superstructures
95
96
The Museum of Impossible Things (November 2019)
97
So what’s important?
98
We need a new kind of institution: one that seeks to create sustainable, world-changing happiness as its primary mission.
99
Museums should give us:
1. satisfying work to do
2. the experience of being good at something
3. time spent with people we like
4. the chance to be a part of something bigger
100
Museums should teach us: mobbability
influency
ping quotient
multi-capitalism
cooperation radar
open authorship
emergensight
longbroading
protovation
signal/noise management
101
Museums can invent a better future – by making us happier and helping us collaborate to save the real world.
102
GAME TIME!
Let’s invent the future together
right now.
103
1) Imagine: What brand new museum or program would will the world need in 2019?
2) Share: Declare YOURSELF director of this strange new museum in 2019.
GAME MISSION: INVENT THE FUTURE OF MUSEUMS IN
2019
104
GAME MISSION on TWITTER: INVENT THE FUTURE OF MUSEUMS
IN #2019